Closed TvoEx closed 6 years ago
There was an old Silent Observer trait event already which you could use in "traits.txt":
event = {
id = "trait.10"
hide_window = yes
is_triggered_only = yes
immediate = {
every_country = {
limit = {
has_trait = trait_silent_observers
}
add_modifier = {
modifier = silent_observers
days = -1
}
}
}
}
I use the on_action file to trigger those on game start and after every gene modding project. Alternatively if you want to use normal triggers to set up a randomly timed event I'd suggest something like:
country_event = {
id = "trait.801"
hide_window = yes
trigger = {
has_trait = trait_silent_observers # works on a country scope
}
mean_time_to_happen = { months = <something> }
immediate = {
# <whatever you want to do here, on a country scope>
}
}
But I don't recommend using random events for regulating background stuff
The full starbase building looks like this listening_post2 = { icon = "GFX_spaceport_module_navigators_guild" construction_days = 360 initial = yes cost = { minerals = 200 }
potential = {
exists = owner
owner = {owner_species = { pop_has_trait = trait_silent_observers }}
}
station_modifier = {
ship_sensor_range_add = 6
}
upkeep_resources = {
energy = 2
}
ai_build_at_chokepoint = yes
ai_build_outside_chokepoint = no
ai_weight = {
weight = 50
}
}
I need Potential to report either true or false, if true it becomes buildable and visible to build, if false, you simply dont see it in the build menu
Oh it was for a starbase module; you wrote event so I assumed you were working on those.
Looks good but I wouldn't really know because I haven't done any modules yet. Let me know if you get it to work!
Closing this for now
There's a reason I stayed away from event scripting most of the time.
But I needed this to trigger when the species has Silent Observers trait and this is the nonsense I came up with
potential = { exists = owner owner = { owner_species = { pop_has_trait = trait_silent_observers } } }